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    File: 1335947085.jpg-(826 KB, 1500x882, 1335111437553.jpg)
    826 KB 3D Master !aRzb3DY74U 05/02/12(Wed)04:24 No.279055  
    New Thread, lets see em.
    >> Anonymous 05/02/12(Wed)04:36 No.279056
         File: 1335947791.jpg-(34 KB, 1124x690, Capture.jpg)
    34 KB
    started with the face, it's in dire need of retopologizing.
    >> Anonymous 05/02/12(Wed)04:42 No.279057
         File: 1335948153.jpg-(152 KB, 816x514, Motor 004_render.jpg)
    152 KB
    New motor
    >> Anonymous_Moose 05/02/12(Wed)11:03 No.279101
         File: 1335970980.jpg-(143 KB, 1024x1024, Assignment1.jpg)
    143 KB
    Just finished this up (for now). Something screwy with Maya Vector not rendering all the wireframe. Anyone know how to fix it when it does this shit?
    >> Anonymous 05/02/12(Wed)12:49 No.279102
    use mental ray contour instead
    >> Anonymous 05/02/12(Wed)12:52 No.279103
    YU no dinamesh it ?
    >> Anonymous 05/02/12(Wed)13:45 No.279121
         File: 1335980730.jpg-(34 KB, 1127x691, Capture.jpg)
    34 KB
    isn't dynamesh part of the R version of zbrush? if that's the case then i don't have it. i don't mind modelling how i do, i need to be more efficient with my work-flow, at the moment it's not very good.

    did a different version, gave him more fat, he seems a bit too overly muscular so i thought i made it look a bit more natural...ish.
    >> Anonymous 05/02/12(Wed)15:49 No.279137

    What's with all this stupid low poly shit you are modeling?
    >> Anonymous 05/02/12(Wed)16:46 No.279145
         File: 1335991606.png-(74 KB, 1243x444, m24-2.png)
    74 KB
    Trying to make my first weapon. Pretty happy with the fact that I'm fairly new to 3D modelling.
    >> Anonymous 05/02/12(Wed)16:55 No.279148
         File: 1335992132.png-(593 KB, 1280x1024, V-Ray frame buffer - [12% of 6(...).png)
    593 KB
    It's in its 15th hour... perhaps 24MP was a trifle excessive.
    >> Anonymous 05/02/12(Wed)17:11 No.279152
         File: 1335993109.jpg-(19 KB, 341x487, 1310560518561.jpg)
    19 KB
    lol it doesnt even look good
    >> Anonymous 05/02/12(Wed)17:22 No.279154
    Care to be more detailed? I'm trying to get better.
    >> Anonymous 05/02/12(Wed)17:55 No.279163
         File: 1335995732.png-(45 KB, 960x540, Sword01.png)
    45 KB
    Speed model in blender. Probably won't do anything else with it.
    1hour 45mins
    1354 polys
    >> Anonymous 05/02/12(Wed)19:09 No.279180
    >12% of 6912 x 3456
    >> 3D Master !aRzb3DY74U 05/02/12(Wed)20:58 No.279193
    Make it exciting, it's about as fun to look at as a box of turds, the quality is terrible, why 24 mp, what the fuck would you even need that for, make it wallpaper size because that's the very most anyone is going to look at it on. Learn to critique yourself and look at other peoples work like it and always go under the assumption that your work is shit so you can find way to make it better, everyone should.
    >> Anonymous 05/02/12(Wed)21:21 No.279195
         File: 1336008072.jpg-(569 KB, 1280x720, 4-Chan Abuse.jpg)
    569 KB
    h-h-here I go, I throw myself at the wolves now! This is an environment for an animation I've been working on for the past 3 and a half months.

    What do?
    >> Anonymous 05/02/12(Wed)23:14 No.279203
         File: 1336014845.png-(1.61 MB, 687x1915, Untitled-100.png)
    1.61 MB
    >Use Architecture seriously (no, really)
    >Build everything from a street, not the other way around (modularity for the win brah)
    >Buildings aren't just boxes, you need focal points (see abuse #1)
    >Your entire scene needs a focal point as well (no, 7 buildings are not a focal point) (see abuse #1)
    >Bro, your lighting, y?
    >Use R-E-F-E-R-E-N-C-E (see abuse #1)
    >Mesh smoothing stools aren't toys, if you're mixing highpoly with lowpoly people are going to notice (see abuse #1)
    >I could go into a whole set of abuses about your texture work, but simply unwrap with care; and hammer out textures in ps

    Not Abuse:
    >Good use of scale
    >Interesting use of modularity
    >Decent color combination

    Just because it's for an animation, doesn't mean the scene shouldn't be detailed, on the contrary it should even more detailed than the other videogame based models you see on /3/. They're being pre-rendered in an engine, you have to do more work to be noticed.

    I suggest making an account on CG textures to enhance your texture workflow.

    Let your choice of focal points tell a story motha fucka. Shit's just as important as an animation itself.
    >> Anonymous 05/03/12(Thu)00:08 No.279213
         File: 1336018137.jpg-(32 KB, 367x332, 69.jpg)
    32 KB

    Yep, can achieve the same look in MR, and better contours.
    >> Anonymous 05/03/12(Thu)00:32 No.279215
         File: 1336019558.jpg-(735 KB, 1920x1080, Future City_Final Render_v2_OP(...).jpg)
    735 KB
    I would rip apart your work and put it through walls, but just because you were modest, I'll be extremely nice to you. The first thing you should do is to collect referance images. There are alot of interesting and eye appealing animations and movies for this (The first examples came to my mind are The crow, Tim burton animation films and alot of good stuff you can find at vimeo) Then you should analyze what makes a scene appealing. As this >>279203 anon said, %70 of the trick is to give good lighting. It can change a scene dramatically from a dull, boring place to an epic, decent environment.
    Aside from all the technical stuff, your works needs alot of work. The architecture looks blobby and unrealistic. You should get rid of the blurred yellow lights scattered across the background, and the background itself too. Architecture needs details, and street can be more crowded and colorful.
    Don't let these suggestions and advice stack up in your mind. We all started without knowing the tips and tricks, and we all did poorly done renders at first. Also ignore the trolls who just shit on your work without any constructive criticism, they either have no idea about 3dcg or they are just angry.
    So keep it up.
    >> Anonymous 05/03/12(Thu)01:43 No.279226
    So it seems right now I need to do the following:

    1. Go back to the reference I've done, making new modular assets now to help improve the scene.
    2. Work on lighting more, I'm going for a dramatic sunset of sorts, got some tutorials up on that now, seems to work when we're up close to the character. The lighting is set up in a way that lets me cheat in a secondary "shadow character" that I created using flash. The animation is done for him.
    3. Do something about those facades I had set up in the background.
    4. In response to the blobby architecture: that was intentional actually. I was attempting to go for a more painterly look to the animation, however it seems to not come across as that. Any tips in regards for that?
    5. Can't really "crowd-up" the streets. Don't have the time to make characters, but more modular assets would help wouldn't it?
    >> Anonymous 05/03/12(Thu)02:03 No.279228
    I didn't need to use that computer for a day, so why not? means I can zoom in real close and see all the errors

    Not sure if you understand quite how inexperienced I am
    >Make it exciting
    Yeah I understand that. kinda boring subject.
    >the quality is terrible
    How so? not enough polys?
    >Learn to critique yourself and look at other peoples work
    See, I have no idea how to critique myself nor other people. I guess that's something one learns by doing.
    >> 3D Master !aRzb3DY74U 05/03/12(Thu)02:09 No.279230
    I don't think he really means make it crowded with Characters as much as it means make it look alive, add dirt or anything. A story is told by the placement of objects and the condition of the world. As for the Painterly look, I'd avoid it all together.
    As for the lighting, it really is EVERYTHING. I mean you can make a box look interesting if you light it right. If I were you though and if this is for a demo-reel I'd make it all about the animation, too many times I see people make shit things for their animation and all sorts of weird stuff, but it's not their forte, so it looks like shit and that's all that is focused on. If you make a scene that is bland as in it doesn't have a lot of objects or much really and you spend time making a simple set that looks good to show case strictly the animation, it looks much better. Simple well lit scenes look much better than a complex, crap scene. That's my opinion anyways.
    >> Anonymous 05/03/12(Thu)03:01 No.279232
         File: 1336028503.jpg-(396 KB, 1600x1200, Epingun.jpg)
    396 KB
    They just need to look cool for now.
    >> Anonymous 05/03/12(Thu)05:00 No.279237
         File: 1336035630.png-(1.94 MB, 1552x656, reference.png)
    1.94 MB
    >4. In response to the blobby architecture: that was intentional actually. I was attempting to go for a more painterly look to the animation, however it seems to not come across as that. Any tips in regards for that?

    I thought you might say that, which is why I stand by my point of smoothing being a tool, not a toy. A stylized look doesn't come out of stacking modifiers, but the mesh itself. Again, I'd like to say it's definitely seen as.... intentional, but not in the best possible way. You see, what we meant was the different looks for 3D models don't come from actual copying of the medium they might be symbolized to be made from, in your case clay or paints. In reality, this would be done in major texture and rendering work. A more sophisticated render like vray, maxwell, mental ray, (not saying you should force yourself to learn all of these, just noting) would be capable of this.

    Let me explain further with example. I've included pictures of popular and professional cartoony 3D and 2D works to explain my point. I'll start with the point it's about the mesh, not the smoothing. Note, I'm not berating you on your use of smoothing, but educating you on comparison. Look at the box enumerated 7. You'll see her hair coming off as very cartoonish, as does her dress. But note this comes from the definition of creases and contours on the mesh. Care was taken in deciding how the model would be constructed in reality, and then extrapolating. Look at picture 8. The architecture is blobby, but it still appears as though it is what it's trying to be. It has a basis in reality. It was the features and contours to define it (same with picture 3, 4, 2, and 1). Look at pictures 5 and 6 as well. They appear to be paintings, correct? Actually they're photos, and that illustrates the power of computer enhancements.
    >> Anonymous 05/03/12(Thu)05:59 No.279241
         File: 1336039192.png-(843 KB, 1447x427, reference2.png)
    843 KB
    >1. Go back to the reference I've done, making new modular assets now to help improve the scene.
    A few things I'd like to point out, as the first abuser, and the reference poster. Most important of them is don't just rely on your on references. That's how a lot of college grad 3D guys just head towards failure. Your biggest asset is Google, Bing, CG Texture, and other reference gathering sites. Don't just look at other people's work (although it's a great place to start) also look at real life references as well. All the best cartoon pieces you see hail from real references. Never be afraid to add realism to a cartoony piece. A lot of new people think cartoon bits are easier than regular gritty overly complex sets, but really they're not. Don't let the minimalism of cartoon work detract from the potential of the final piece. Minimalism for cartooning is a cop out, minimalism for aesthetics is a conceptualization. A lot of pro's who do cartoon work, draw from reality. You don't work with less and add more, that's just difficult. Go crazy with realism and render a few shots. What detracts from the focal point? What makes the scene too busy? What can put in a texture? What adds to the focal point? Just like in characters, proportions in cartoon scene work is a must. Exaggerate lamp posts, or minimalize window features. Also, don't worry too much about modularity in non game work.

    Of course, this isn't to say you should go full unreal tournament in your work, just remember the back of your scene should be minimal, and become increasingly interesting as it comes up. Also to note, places of importantance should be minimal. I'm sure you can imagine the difference between two people in front of a minimal background (think disney, attention to characters) and highly complex backgrounds (think videogames, attention to scene).
    >> Anonymous 05/03/12(Thu)06:40 No.279245
         File: 1336041640.jpg-(374 KB, 1151x742, undead-wip3.jpg)
    374 KB
    Diffuse + normal map.
    >> Anonymous 05/03/12(Thu)06:49 No.279246
         File: 1336042175.jpg-(113 KB, 680x680, f5753870a40ccef114a6cb88e7f485(...).jpg)
    113 KB
    holy fuck dude that is terribly textured.
    >> Anonymous 05/03/12(Thu)07:01 No.279247

    >that face
    >> Anonymous 05/03/12(Thu)07:01 No.279248
         File: 1336042909.png-(580 KB, 1135x424, showing.png)
    580 KB
    Same guy who keeps spamming past the 2000 character limits.

    >2. Work on lighting more, I'm going for a dramatic sunset of sorts, got some tutorials up on that now, seems to work when we're up close to the character. The lighting is set up in a way that lets me cheat in a secondary "shadow character" that I created using flash. The animation is done for him.
    I would suggest not use spot or omni lights, unless you really know what you're doing. Look at some sun based lights, as well as skylights. Currently your light looks light it's coming from a giant source below the horizon, yet still as bright as if the sun where at it's zenith. This makes your set look like a model instead of a town. Your background lighting shows great direction, as does your background. The colors and positions are key, and should guide how you relight.
    >3. Do something about those facades I had set up in the background.
    Keep them, it adds to your piece, but perhaps animate them separately in After Effects.
    >5. Can't really "crowd-up" the streets. Don't have the time to make characters, but more modular assets would help wouldn't it?
    It depends, does this impede your animation? Does it take away the appearance of the piece? If so, you should look into it, if not ignore it. You can have all the scene pieces in the world, but background characters could take that even further.

    Depends on what you're going for.

    That's all for now.
    >> Anonymous 05/03/12(Thu)07:10 No.279249

    not too bad
    >> Anonymous 05/03/12(Thu)07:25 No.279250
    Where is that pic from ? looks Tronish
    >> Anonymous 05/03/12(Thu)07:26 No.279251
         File: 1336044410.jpg-(1016 KB, 1300x760, vaccaroAnthony_uncharted3_01.jpg)
    1016 KB
    I don't know what these two mean >>279246, >>279247

    Your piece looks great, and would fit in any 90's zombie based game. Creepy, well proportioned, looks great for rigging. I mean sure, the texture aren't next-gen (512, or 1024?), but minus 1 or 2 points this is a great portfolio piece. Keep up the good work!

    There are people who actually know about game art that browse this forum as you can see, ignore the ignorance of the plebeians.

    I don't have any work worth showing right now, so here's some renders.
    >> Anonymous 05/03/12(Thu)07:32 No.279252
    Looks good, apart from the groin.

    It looks like there is absolutely nothing there just because you didn't want it to look like a dick. It needs something there, at least some texture variation.
    >> Anonymous 05/03/12(Thu)07:34 No.279255
    Why? He's probably going to be animated to be hunched over in a dark environment. Besides, we don't even know the backstory, why is it human?
    >> Anonymous 05/03/12(Thu)07:40 No.279256
         File: 1336045210.jpg-(11 KB, 150x174, jim halpert.jpg)
    11 KB

    And people say /3/ is very hostile...
    >> Anonymous 05/03/12(Thu)07:53 No.279257

    He'll probably put some clothes on it (at least he said so on Polycount)


    It's the few angry trolls that ruin it for everybody. There are helpful people around as well.
    >> Anonymous 05/03/12(Thu)08:53 No.279262

    your clock is fucked up you have a 6 where the 4 should be
    >> Anonymous 05/03/12(Thu)09:54 No.279263
    Zombie guy here >>279245

    Thanks for the input, guys. Will rework the textures in a bit. :) Planning on using Maya cloth for both hair and clothes.
    >> Anonymous 05/03/12(Thu)10:52 No.279266
    >they have the same opinion

    christ summers started early.
    >> Anonymous 05/03/12(Thu)12:16 No.279275
         File: 1336061766.jpg-(462 KB, 1280x720, sdrx78_small.jpg)
    462 KB
    Made this in 3ds Max as an attempt to improve myself.

    Please tell me what you think, /3/. I'm pretty new to this whole 3d modeling thing and would like some tips.

    Also, I'm still using 3ds Max 2008 because that's the only version my school's PC has. Should I upgrade to newer version of max or is it not really necessary?
    >> Anonymous 05/03/12(Thu)12:18 No.279276
    summerfag here. Man are you butthurt.
    >> Anonymous 05/03/12(Thu)12:34 No.279279
         File: 1336062898.jpg-(856 KB, 1920x1080, seec background.jpg)
    856 KB
    Not bad, try upping those samples.
    >> Anonymous 05/03/12(Thu)12:35 No.279280
    No need to upgrade. The ribbons and shit are annoying as fuck, older maxed are wayyy streamlined. I would say you need to cute unnecessary geometry that doesn't add to the silhouette. May we see the wires?
    >> Anonymous 05/03/12(Thu)12:38 No.279282
    Did you make this? It looks nice. Could be brighter in the midground curve range though. Also, dynamic text bro, dynamic text.
    >> Anonymous 05/03/12(Thu)12:43 No.279283
         File: 1336063412.jpg-(944 KB, 1920x1080, Lightcycle (2).jpg)
    944 KB
    I did indeed, thanks man. theres a monthly competition at my college/uni for desktop wallpapers and they removed my last one from the poll! ¬¬
    >> Anonymous 05/03/12(Thu)12:49 No.279284
    Definitely talented work, fuck them.
    >> Anonymous 05/03/12(Thu)12:59 No.279285
         File: 1336064351.jpg-(70 KB, 1067x652, wireframe_sdrx.jpg)
    70 KB
    Could you explain what you meant with upping the samples?

    Yes, of course.
    >> Anonymous 05/03/12(Thu)13:03 No.279286
         File: 1336064605.jpg-(250 KB, 996x1080, ardi.1.jpg)
    250 KB
    Anti alias, cleans up the grain and the edges but will up your render time.
    >> Anonymous 05/03/12(Thu)13:12 No.279287
    I see, thanks!
    >> Anonymous 05/03/12(Thu)14:30 No.279289
    For a minute there I thought it read Idra. Especially on it's right wrist.
    >> Anonymous 05/03/12(Thu)15:37 No.279300
         File: 1336073820.jpg-(1.52 MB, 2480x3508, idra.jpg)
    1.52 MB
    i did actually make one called idra lol.
    >> Anonymous 05/03/12(Thu)15:50 No.279303

    I really thinkk that this is awesome. I showed it to my father and he was like "Ho dude". This is really a nice work !
    >> Anonymous 05/03/12(Thu)15:58 No.279307
         File: 1336075099.jpg-(305 KB, 867x715, undead-wip4.jpg)
    305 KB
    What about this texture /3/?
    >> Anonymous 05/03/12(Thu)16:17 No.279312

    need shaders but nice. :)
    >> Anonymous 05/03/12(Thu)16:36 No.279317

    looks "flat" probably has more to do with the model though
    >> Anonymous 05/03/12(Thu)16:38 No.279318
    It looks blurry
    >> Anonymous 05/03/12(Thu)16:52 No.279326

    hurrrrrr not enough samefagging
    >> Anonymous 05/03/12(Thu)16:57 No.279329
    Change the multi-filter in the render globals to Lanczos. Should sharpen the render. Or it could just be cause he's using default lighting.
    >> Anonymous 05/03/12(Thu)23:03 No.279411
    Honestly, if you want good advice, all you have to do is acknowledge your skill level, politely ask for advice, and be humble. People tend to forget that /3/
    >> Anonymous 05/04/12(Fri)01:16 No.279426

    To me it looks like the flatness comes from the lighting. Add some basic diffuse lighting and the texture will come to life. It just hard to determine depth from this image. well done.
    >> Anonymous 05/04/12(Fri)01:19 No.279427

    actually nvm, its lit from behind. idk it does kinda look flat
    >> Anonymous 05/04/12(Fri)04:15 No.279437
         File: 1336119342.jpg-(292 KB, 774x720, undeadwarlockwip5.jpg)
    292 KB
    Seriously, thanks for the inputs guys. I tried a new shader. So how is this one?
    >> Anonymous 05/04/12(Fri)05:10 No.279438
    too much herp and not enough derp
    >> Anonymous 05/04/12(Fri)05:54 No.279443
         File: 1336125298.jpg-(23 KB, 418x318, threehoursdungeon.jpg)
    23 KB
    mfw trying to make ambient occlusion visible through refractions
    mfw trying to composite that
    mfw i don't have UVs so i'm using vertex colours
    >> Anonymous 05/04/12(Fri)06:14 No.279444
    remove eyes on head
    >> Anonymous 05/04/12(Fri)06:37 No.279446
    man the colors blow
    for start, make his fingers darker, his fingernails black
    his hands should be red only to mid of his forearms and the transition should be very strong sharp, with some spots going further, check
    darken the area under his eves and his genitalia region
    also why are his teeth white ? make them yellow brown
    try ading more green blue and gray to his skin
    >> Anonymous 05/04/12(Fri)08:55 No.279453
    I like his rendition....the red arms and legs are creepy. Yeah, the teeth are too pearly white.
    >> Anonymous 05/04/12(Fri)09:07 No.279454
    the other guy made some good points, but here's what i think you could do.

    .what's the reason for the red arms and legs? is it striped flesh? dipped in blood? if it's striped flesh then you need to add is muscles and torn flesh.

    .could use with more boils on the skin, and part so the flesh that are covered in a rash.

    .Darken the eyes, a mix of black and red will give the impression of bloody sore eyes.

    .Redden the gums, he's not entirely.

    that's all i can say about it really. needs some specular
    >> Anonymous 05/04/12(Fri)10:13 No.279458

    looks better but the model is shit, the eye just looks slapped onto the chest theres room for the eye socket etc
    >> Anonymous 05/04/12(Fri)13:49 No.279525
         File: 1336153796.jpg-(366 KB, 1400x800, yet another fuel of war rocket(...).jpg)
    366 KB
    9H work and i'v got this.
    what say you?
    >> Anonymous 05/04/12(Fri)14:31 No.279531
         File: 1336156300.jpg-(572 KB, 1280x720, Fixes_Posters Test 2.jpg)
    572 KB
    At long last I'm back, okay, I've got a question:

    I want to slap the posters onto the walls of my buildings to help out with the story a bit more, and I'm in the middle of rebuilding my street.

    As you can see I've got these shitty shadows being cast from the poster cluster I made last night. How do I get them to adhere properly to my building's wall? Should I just bake them into the texture or can anyone offer me a better solution?
    >> Anonymous 05/04/12(Fri)14:50 No.279532

    are they hovering off the wall?
    >> Anonymous 05/04/12(Fri)14:54 No.279534
    They are, I know colossal failing on my part, how should I go about getting them to stick to the wall cleanly? Should I just bake them into the texture?
    >> Anonymous 05/04/12(Fri)14:57 No.279535

    they should be on planes not boxes
    >> Anonymous 05/04/12(Fri)14:58 No.279536
    if they are JUST in front of the wall, they won't cast a noticeable shadow, yours look like they're a fair way away.

    Alternatively you could just disable shadows on those meshes
    >> Anonymous 05/04/12(Fri)16:08 No.279538
         File: 1336162085.png-(2.63 MB, 1600x1060, LakeViewBath.png)
    2.63 MB
    Bath next to a giant window
    Boats dun know bout mah dick
    >> Anonymous 05/04/12(Fri)16:11 No.279539
         File: 1336162302.jpg-(21 KB, 239x217, 1335479548723.jpg)
    21 KB

    >hovering posters
    >blurry flat cobblestone road
    >ridiculously bad lighting, looks like quake 1
    >stain glass window doesn't even look like glass
    >> Anonymous 05/04/12(Fri)17:22 No.279560
         File: 1336166542.jpg-(123 KB, 600x600, 21530_ORIG-u_jelly1.jpg)
    123 KB

    atleast he is doing something. I belive u cant do better.
    U can allways prove me wrong if u can.
    >> Anonymous 05/04/12(Fri)17:56 No.279566

    >implying anyone can't do better than nigger's first blender scene
    >> Anonymous 05/04/12(Fri)18:01 No.279567
         File: 1336168916.jpg-(67 KB, 988x623, monowheel.jpg)
    67 KB
    slowly taking form
    >> Anonymous 05/04/12(Fri)18:09 No.279570
    You are immensely talented. Also, those guys have a great sense of mass!
    >> Anonymous 05/04/12(Fri)18:10 No.279571
    Looks good! How long have you been modelling?
    >> Anonymous 05/04/12(Fri)18:13 No.279572
    what program do you use?
    >> Anonymous 05/04/12(Fri)18:15 No.279573

    create something according to the latest fad, suddenly most talented person on /3/

    you make me sick.
    >> Anonymous 05/04/12(Fri)18:18 No.279574
    Dude, the characters are cute and the way he conveys the thickness of the metal plates is nice. You might want to calm down for a bit.
    >> Anonymous 05/04/12(Fri)18:41 No.279579
    About 2/3 months seriously and about a year before that making /po/ related shit.

    I'm enjoying the everloving fuck out of modelling
    >> Anonymous 05/04/12(Fri)18:57 No.279580
    >> Anonymous 05/04/12(Fri)19:00 No.279581
    Is that you, Mr Shiggory Diggington?
    >> Anonymous 05/04/12(Fri)21:15 No.279603
         File: 1336180511.gif-(66 KB, 387x360, lloq.gif)
    66 KB
    Honestly, the biggest problem is the textures are telling a weird story.
    Why are his arms all blood red with no damage?
    Why does he have an eye on his chest?
    Why is his face mutilated, why is his nose missing, or his eyes green?

    You need to be more realistic about the story you're trying to tell. It's pretty easy, what happened to your character?

    If it's an attack/explosion/magic/torture/accident/long since alive/used as a cadaver, they will all have different features that will reflect on the model. Currently, the old age decay/mutilation/torture wounds are all fighting with each to tell a specific story.

    If you're going general wear and tear, do it on a grander scale. He looks like he just died, but his face implies otherwise, continuities.

    all my lol
    >> Anonymous 05/04/12(Fri)21:16 No.279604
    Well, the interior bath model is meh, but the lake and the boats and especially the mountains turned out quite well, congrats!
    >> Anonymous 05/04/12(Fri)21:19 No.279606
    I'm the same guy as before. Basically you can do a few things about this, either you need to make the posters apart of the walls texture (more of a videogame trait), you can also disable shadows on your material. Alternatively if these still bother you, you can model a nail or other place holder and add to the realism. I would do the ladder of course.
    >> Anonymous 05/04/12(Fri)21:22 No.279608
         File: 1336180978.jpg-(49 KB, 300x392, 1330713080486.jpg)
    49 KB
    >Well, the interior bath model is meh, but the lake and the boats and especially the mountains turned out quite well, congrats!

    Those... those are pictures.
    >> Anonymous 05/04/12(Fri)21:29 No.279609
    That bath tub in the ground is just an accident waiting to happen. Someone brushing their teeth steps back too far. Or water overflows.
    >> Anonymous 05/04/12(Fri)21:29 No.279610
         File: 1336181398.jpg-(524 KB, 1280x720, Fixes_Posters Test 3.jpg)
    524 KB
    Ah you see I was thinking that a nail wouldn't work as well because of two things:

    1. The wall has bricks behind the stucco, do nails really work that way?

    2. I would imagine some kind of plaster or rubber cement that people paint onto those walls to "paste" the posters onto them would be more adequate.

    I think going with just simply baking them in would be best. Since as you can see they don't mesh well together.

    Also, I've got til' Sunday before midnight to make this environment "shine". So yeah.
    >> Anonymous 05/04/12(Fri)21:34 No.279611

    Is that thing supposed to be scary? It's not even remotely so, especially in that homosexual stance.
    >> Anonymous 05/04/12(Fri)21:40 No.279612
    Go back to /v/. Just... leave.
    >> Anonymous 05/04/12(Fri)21:42 No.279613
    Well if this might be easier for you, you could think about as whether or not you want to simulate wind with the papers. It would add a lot to your scene, but it would be a lot of work. Texturing would be fine though, adhering to time constraints is always good.
    >> Anonymous 05/04/12(Fri)22:00 No.279614

    Why the fuck would I go to /v/, faggot.
    >> Anonymous 05/04/12(Fri)22:04 No.279615
         File: 1336183446.jpg-(21 KB, 200x273, 1330580518646.jpg)
    21 KB
    You don't know where you are apparently.
    >dur thts not even scar-e br0 i dnt liek it als0 mak it animte c00L
    >> Anonymous 05/04/12(Fri)22:13 No.279617
         File: 1336184029.jpg-(12 KB, 304x227, carl.jpg)
    12 KB

    >durr they are retarded because they don't like my work

    It looks like a homosexual zombie that was soaking it's arms and legs in grape juice. I don't exactly know where you are going with this thing, but it's no place good.
    >> Anonymous 05/04/12(Fri)22:22 No.279621
         File: 1336184536.png-(19 KB, 395x405, 1329620970333.png)
    19 KB
    What? I'm not the guy who made the zombie mesh, I'm the guy who critiqued it. Is that why you've been so hostile, you think I made the model and you're mad I didn't react with submission? Why would I listen to some fag bitching about my critique, I can't even change the stance of the thing in a 2D editor, hence you have no idea what you're talking about.

    Seriously, you're the frothy fecal-hole of /3/.

    Like I said, go back to /v/, you don't belong here. And the guy you're bitching about doesn't have to take your shit either.

    >they didn't like my work
    I am THEY faggot. You're not.
    >> Anonymous 05/04/12(Fri)22:27 No.279622
         File: 1336184824.jpg-(15 KB, 480x360, 1331066280454.jpg)
    15 KB
    >> Anonymous 05/04/12(Fri)23:10 No.279631
         File: 1336187430.jpg-(110 KB, 1280x720, scar2.jpg)
    110 KB

    in during this bakes like shit
    >> Anonymous 05/04/12(Fri)23:11 No.279632
    this thread is /3/ as fuck
    >> Anonymous 05/04/12(Fri)23:49 No.279634
    Huh. Well, it's...uh, SOMETHING...
    >> Anonymous 05/04/12(Fri)23:52 No.279635
         File: 1336189963.gif-(1.72 MB, 372x262, Nx7qh.gif)
    1.72 MB
    And this thread started so well...
    >> Anonymous 05/05/12(Sat)03:06 No.279658
         File: 1336201609.jpg-(268 KB, 1789x1292, 1330808174.jpg)
    268 KB
    >> Anonymous 05/05/12(Sat)04:19 No.279660
         File: 1336205987.png-(75 KB, 395x742, LampPost.png)
    75 KB
    I would appreciate any crits on this. First attempt at hand painted textures.
    >> Anonymous 05/05/12(Sat)05:17 No.279663
    pretty nice, although the seems on the lamp post stick out a mile. Plus do a better render, it's too jagged. And the lamp itself, is it meant to be rusted? i can't tell. if it's not then it'd probably be best if you kept it a blue and highlighted the edges,
    >> Anonymous 05/05/12(Sat)05:29 No.279666

    Really nice, I like the text on the side. Did you start it from a Cylinder ?
    >> Anonymous 05/05/12(Sat)08:23 No.279678
    Sharp edges are bad.
    >> Anonymous 05/05/12(Sat)08:40 No.279679
    Oh how I fear whats on the other end of that dragon model...
    >> Anonymous 05/05/12(Sat)08:47 No.279680
         File: 1336222063.jpg-(346 KB, 1680x1010, softimage.jpg)
    346 KB
    Thanks man! this robot, tron picture and almost everything else i make is done in softimage, I know there are programs with more stuff but i have known softimage since school. Im 20 now.

    Other stuff here incase you wanna browse.
    >> Anonymous 05/05/12(Sat)08:49 No.279681
    What renderer do you use?

    I've been using Softimage for a few years but never really looked into anything besides MR
    >> Anonymous 05/05/12(Sat)08:54 No.279683
         File: 1336222487.png-(349 KB, 1681x1001, prerender.png)
    349 KB

    I was just experimenting with 2013's HQ viewport. I highly recommend it. But i always go mental ray.

    >>279681 rendered version of image.
    >> Anonymous 05/05/12(Sat)08:55 No.279684
    >inb4 he tirelessly samefags his crappy model and say how "talented" he is.
    >> Anonymous 05/05/12(Sat)08:57 No.279685
    People could be genuinely interested, didn't we just have a fight a few posts up?
    >> Anonymous 05/05/12(Sat)08:58 No.279686
         File: 1336222704.jpg-(975 KB, 1920x1080, Tronardi2.jpg)
    975 KB
    you need not worry, when people stop asking ill stop posting. Im bound to run out of images sooner or later.
    >> Anonymous 05/05/12(Sat)08:59 No.279687
         File: 1336222771.jpg-(440 KB, 1680x1050, dat_ass.jpg)
    440 KB
    after 4 months break ive continued my model a bit further and just managed to successesfully rig leg and ass a little :)

    thanks to this tutorial, i understood weighting instantly

    now that i know rigging much better i might even finish this model as my first finished model! only issue is good texturing...
    >> Anonymous 05/05/12(Sat)09:01 No.279688
    Not with me you didn't. But you posted the exact robot crap long ago, even though that this is a WIP thread. And "some people" said just how talented you are without really criticizing or analyzing your work. Stop posting the same crap over and over again without improving it and if you're going to samefag, atleast be a little more subtle.
    >> Anonymous 05/05/12(Sat)09:02 No.279689
         File: 1336222947.jpg-(713 KB, 1920x1080, scale.0.jpg)
    713 KB
    Plus you forget this is 3DCG you are gonna see alot worse, and people who are far more talented. How about you post something or find another board?
    >> Anonymous 05/05/12(Sat)09:03 No.279690
    Aren't all those edge loops around the cunt unnecessary? I would assume the vertexes would get in the way.

    I'm not the robot dude, sorry for implying that.
    >> Anonymous 05/05/12(Sat)09:04 No.279691
    eh w/e man. This wont be the last if its just you crying about it.
    >> Anonymous 05/05/12(Sat)09:05 No.279692
    this is for you : >>279688
    and it was THAT image you posted like 6 WIP threads before already.
    >> Anonymous 05/05/12(Sat)09:09 No.279693
    You're right, seems im out of images. Good day sirs!!
    >> Anonymous 05/05/12(Sat)09:15 No.279694

    im sure theres lots of unnecessary things on my model

    i will look into it later when i rework topology, theres much to be done :)
    >> Anonymous 05/05/12(Sat)09:18 No.279696
         File: 1336223903.jpg-(10 KB, 200x264, 1323950367090.jpg)
    10 KB

    >> Anonymous 05/05/12(Sat)09:19 No.279697
         File: 1336223951.gif-(57 KB, 506x383, basemesh_arshlevon_toes.gif)
    57 KB
    Nice, take a look at for some in software reference, I loved these meshes.
    >> Anonymous 05/05/12(Sat)12:23 No.279734
         File: 1336234998.jpg-(168 KB, 452x716, zombiewip6.jpg)
    168 KB
    Hi guys. Again thanks for the crits and tips. You have all been most helpful.

    To those asking about the story behind the design, well there really isn't much. This started as an anatomy study. I was also watching a lot of The Walking Dead at the time so I figured I'd make a zombie of some sort. I added blood in his limbs because he looked plain without clothes (which I'm trying to avoid to show his chest eye.) I wanted to go in the direction of the Zealot from Warhammer Online. After this I'll start on his lower body garments and accessories. I could also use some tips on the costume.

    As for the suggestions: I fixed his teeth, made the fingers darker, added some gray-green color, added specular, made the eyes bloodshot, fixed the lighting, rendered with Lanczos, and overall try to suck less. :D

    >> Anonymous 05/05/12(Sat)12:28 No.279735

    >To those asking about the story behind the design, well there really isn't much.

    And thats why it looks shit. You can't just slap an eye on a chest without thinking about its repercussions, was the thing born like that? was it a human who had the eye added? if so by science or magic? etc it all helps to get a better structure and make it more natural
    >> Anonymous 05/05/12(Sat)12:29 No.279736
    Those fingers are really fucking beautiful.

    So I'm guessing the clothes will obscure the silliness of the texture? Might I suggest much more skin-blood variation on the hands? They'll be big focal points.
    >> Anonymous 05/05/12(Sat)12:33 No.279738

    I hope you're not planning to use this in your portfolio
    >> Anonymous 05/05/12(Sat)12:48 No.279743
    Did you make this from scratch ? or did you use a base mesh ?
    >> Anonymous 05/05/12(Sat)14:20 No.279769
         File: 1336242025.jpg-(172 KB, 1680x1050, whiskey.jpg)
    172 KB
    >> Anonymous 05/05/12(Sat)14:33 No.279772

    9/10, would drink. Ice cubes could be a nice addition.
    >> Anonymous 05/05/12(Sat)14:36 No.279773
    needs more depth of field you neurotic faggot
    >> Anonymous 05/05/12(Sat)14:43 No.279774
    Thanks, I've had highlight problems with icecubes so I decided to leave them out in the end. Now that you've mentioned it, I'll try to add them back again.

    Haha, I figured that I needed to turn DoF down but I decided to leave it be since it was a 2.5 hour render. I'll be fixing that too.
    >> Anonymous 05/05/12(Sat)14:45 No.279775
    wow...modelling that cylinder must be really hard, you seriously have some skills
    >> Anonymous 05/05/12(Sat)14:49 No.279776
    You don't seem to understand the point of rendering.

    And before you say whiskey guy is getting butthurt, I'm >>279773
    >> Anonymous 05/05/12(Sat)14:54 No.279778
    then fuck off and go look at the glowing spheres blenderfaggots render all day. im sure youll enjoy looking at their """renderings"""
    >> Anonymous 05/05/12(Sat)15:10 No.279781
         File: 1336245022.png-(20 KB, 390x470, 1331067427211.png)
    20 KB
    Back to /b/ with you.
    >> Anonymous 05/05/12(Sat)15:15 No.279784
    oops..meastro of 3d art started speaking...all silence now please...
    >> Anonymous 05/05/12(Sat)15:23 No.279787
    It's funny, because while you throw that sarcastically at me, you were the who started by pitching it. Make up your mind.
    >> Anonymous 05/05/12(Sat)15:39 No.279795
    its lonely in here :\
    >> Anonymous 05/05/12(Sat)16:08 No.279809
         File: 1336248533.jpg-(98 KB, 480x270, Lighting Test 3.jpg)
    98 KB
    Well I do believe my lighting after some screwing around is still atrocious.

    Any guides on making particularly good lighting?

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